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Brain32

MODDER
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Everything posted by Brain32

  1. It was explained like 10 000 times m8 you just have to watch, read, maybe make a search or two Anyways, every ~10 nanoseconds somebody asks for F-22(and some others but Raptor is leading the way ) and every time, the same answer is given - it's not ready AFAIK because we have no avionics functions for it to be modelled properly. You may not agree with that and would take it as is, but that's how the guy(s) that made it think and it's only decent to respect that Those with more knowledge will correct me if I'm wrong... As for AI, the day I stop painting the damn tiles I might notice they are too easy to shoot down, but when it comes to guns only I can really hold my own due to my huge IL-2 expirience, currently I just noticed they turn quite a lot and rarely use the vertical and some evasion tehniques, but the bastards never forget to pull in a sharp turn just as I finally get the lock with AIM-9B's
  2. This is what I came up to by now, largest pictures I could find: http://paf.virtuelle.free.fr/cockpit.htm Scroll down for three big pictures although I think you could use the first one too...
  3. Can't wait
  4. ...was the day one of my childhood heroes broke the sound barrier And a video: http://www.youtube.com/watch?v=F5blLHCGmw0
  5. I would rather have sonic boom if we're talking meaningless eye candy, I can jump/eject in any game(with flying things ofcourse ) but sonic boom with visual effects I saw nowhere. However I'm also on the; "there are far more important stuff" wagon. @Deuces, thx to your guide I can map trees without much problem, but with buildings I have a bit trouble with, maybe I just took to big texture with too many buidlings for my first attempt, practice makes perfect though
  6. What's the difference between regular F-14A and Iranian F-14A?
  7. Don't get me wrong, I have no problems with tiles, even without going over default number of tiles it can look very good. I was just explaining that if you really want to have true terrain complexity it takes a different kind of terrain overall. And I have to admit that making 4-way seamless tiles a bit of a pain lol What would IMO make a major difference is, like I already said, a better terrain editor and some other more or less smaller additions. From top of my head: 1. Greater zoom for terrain editor, 6400% would be peachy 2. Ability to place objects/targets with terrain editor in a similar manner like one can do with trees and building(that would also allow wonders for road/railroad system) 3. More options and flexibility when placing objects, easier texture maping of trees and buildings 4. Group of trees as a single alpha object(that would do wonders for forrested areas) Etc, etc. With things such as this, and I'm sure other people that worked in any way with terrains could add more, nobody would complain about terrains in SF series
  8. It's the whole tiles way of terrain texturing that's a real problem. Texture resolution is hardly a problem, in current engine 512x512 is quite enough and you can go all over to 2048x2048!! However tiles are the limiting factor in terrain complexity...I see that especially now that I'm working on GermanyCE terrain repaint, I just can't get that natural feel...atleast in a similar way I had with Vietnam. Other than that TerrainEditor could really be better(have more options), the whole process of putting a tree by tree or even worse buildings which you even have to rotate not to make it look like the water brought them...not to mention by hand, best guess and via coordinates objects placing are really limiting everybody that have the will to do something about terrains. TK may also have his own reasons why he is not working on terrain improvement in the series, as I understanded he has a very small team, possibly also quite limited funds, etc. I think he would do something about it if he really could, however some improvement of TerrainEditor would be very welcomed and could IMO close the gap a bit...
  9. Hmm if I'm not mistaken there's Korean terrain included in big KAW mod, in Campaign/Mission section in download area...
  10. BF109: Nose: MG151/20 -200rds MK108 -65rds Wing gondolas(each): MG151/20 -140rds MK108 -35rds FW190: Mk108* - 55rds Mk103 - 35rds MG151/20 - 125rds(theese were with two cannons on each gondola, standard outer cannons were removed with this loadout *- note that theese were not in gondola's but in wings(outer cannons) Hope it helps, and BTW there's a Dora for SF???? EDIT: Anyway if you need any kind of info on performace of various FW190 and BF109 variants(official documents), chances are I have it...
  11. AFAIK, standard buildings in SF series do not have collision point, so you can't hope to shake off a pursuing opponent by flying low between the buildings as they will simply pass through just like you. However objects that are put as targets are another matter but adding those would not only be a form of mazohism but would also negatively affect game performance...
  12. I've sent you a PM....I think.
  13. Hmmm are you sure about 4xSC50 on the fuselage? Although I'm very familiar on the FW190F-8 and F-9 and not so much on the earlier (F-3)variant I must admit I never saw that, mostly single SC250 or SC500 with 2xSC50 under each wing. Other than that I must admit I did not know there's such a pretty FW-190 model for the SF series
  14. Well I'm glad you like it guys. As for the GermanCE terrain, I can't give the ETA yet, basic stuff is pretty much done, however I still have no clue what to do with the road tiles as they are major PIA and some other stuff that is just a bit time consuming. When it get's closer to completition I'll post a few shots like with the Vietnam tiles, a dozen of eyes see more things than just two
  15. If you need something specific maybe we can help
  16. Thx guys, aaaaand I'm not done yet so here is a small shot of my next project, early-mid WiP
  17. I have the same problem :( It also happens to me with your old Tornado F3 :( I don't know what is it, I tried everything, HOWEVER I was thinking, WOE demands that directX update and as I dislike messing with various instances of DX I did a *.dll "trick" that is also described in knowledge are on this forum. So I wonder if you guys that have it working ok did a complete DX update instead of just *.dll??
  18. Well as far as I know YAP uses VietnamSEA terrain and I even painted over (enlarged)default tiles so I don't think there should be any kind of problems with it
  19. I'm glad you like it guys That's what I was aiming for, good to hear it worked
  20. View File VietnamSEA Tile Repaint v1.0 This is a complete higher resolution(512x512) VietnamSEA tileset repaint with added trees. ReadMe and Installation instructions are included in the file archive. Submitter Brain32 Submitted 09/25/2007 Category Tilesets
  21. I don't know what's the procedure, do I need to post in File announcement area first, or do something else??? Or maybe just no mods saw it yet
  22. Uploaded about two hours ago, awaiting approval...
  23. 5,841 downloads

    This is a complete higher resolution(512x512) VietnamSEA tileset repaint with added trees. ReadMe and Installation instructions are included in the file archive.
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